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Classes will soon become cosmetic only if ZOS keep introducing "new but old" classes

Lyserus
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Warden steal from other classes and still failed as a unique class, I doubt new necromancer, especially considering pet, shadow magic, blood magic, daedric magic have all appeared in other classes, will have anything new.

On these posts I discussed how we need extra gameplay stuff (that stand out from regular contents) in new chapters and dlcs to keep the game interesting
https://forums.elderscrollsonline.com/en/discussion/450973/is-it-time-for-not-combat-focused-playable-contents/p1
https://forums.elderscrollsonline.com/en/discussion/448535/what-would-accept-as-the-cherry-on-top-feature-for-the-next-chapter/p1

On this post I discussed how adding new class under current system makes no sense and would not be interesting unless we get an overhaul first
https://forums.elderscrollsonline.com/en/discussion/434365/split-the-5-classes-into-15-skill-lines-choose-3-customize-class/p1

Simply adding a necromancer class (not targetting necromancer, I'm talking adding new classes in general), is the laziest way to claim to have "new" contents, I really hope ZOS can give something special this time, but I doubt it

What we need to make games special is adding new special playable contents like battleground, or at least overhaul the current class system before introducing new ones to make sure each one of them can be truly different. There are a whole lot of good ideas for new classes (tinker, monk, sword-dancer, specific school magician etc), but introducing them now, they will only have cosmetic differences with other classes

Once necromancer is introduced, you bet we are going to get a class every 2 or 3 chapters, and they would be boring just like warden
Edited by Lyserus on January 8, 2019 8:43PM
  • Ertosi
    Ertosi
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    Agreed. We still don't know much about the upcoming Sorc2.0 class except its another spellcaster with pets. Not really sure how its going to be unique enough to justify being a new class but maybe they'll actually have some decent reasons to share during their sneak peak on the 15th.
    PC NA @Ertosi
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    No new crafting or game systems for 2019? "Season of the Dragon" would be better named "The Year of no New Major Features"
    https://i.imgur.com/TPscgS9.jpg to see major features of the last few years compared.
    https://i.imgur.com/X8qY0gP.jpg to see a detailed comparison of this year's Q1 to the last two Q1s.
    https://i.imgur.com/4z71cK8.jpg to see a detailed comparison of each years' first two quarters combined.
    https://i.imgur.com/jrHe5h8.jpg to see a projected comparison of the full years and what 2019's Q4 will need to catch up.
    Unsubbed January 15th, 2019 due to the lack of any new substantial features shown to be coming in 2019.
  • Bouldercleave
    Bouldercleave
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    Some people are just never happy with anything....
  • AlienatedGoat
    AlienatedGoat
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    I take exception to the OP's stance that Warden is "failed" and "boring".

    Magden DPS notwithstanding, Warden is an excellent class that brought fresh abilities and combinations to the table, especially for support roles. I quite enjoy playing my warden tank and healer, and have found them to be enjoyable even from the start. Stamden DPS is competitive in PvP and has been for a long time, and it's viable in PvE as well.

    This rhetoric that Warden is somehow the worst class in the game is nothing but an unfounded opinion. Every class excels at some things and doesn't do so well at others. Warden is no different.

    While I would agree that Magden DPS is and has been in dire need of work to bring it to the level of Stamden DPS, I wholeheartedly disagree that the class in its entirety is a failure.
    PC-NA Goat - Bleat Bleat Baaaa
  • Ertosi
    Ertosi
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    I take exception to the OP's stance that Warden is "failed" and "boring".

    I agree with you specifically concerning Wardens, as I've got two and they feel very different than the other classes. Still, just focusing on that one detail rather than the overall theme of the OP's post is missing the forest for the trees. They need to make sure that any new classes are truly unique or they are going to dilute the game. Adding another pet-themed spellcaster class to the game brings nothing new.
    PC NA @Ertosi
    ♠♦ My Team ♥♣
    GoanJabsplar [Grand Master Crafter, Master Angler, Tamriel Hero, Explorer]
    DruStamplar
    TicklesHealplar
    DixieMagplar
    FigsStamblade Sneakthief [Master Thief]
    Sir PriceStamblade Bow Ganker [Daedric Lord Slayer]
    MayaStamblade Speedster
    AhmedMagblade Bomber
    BalzarStamSorc Blitzer
    WinniePetSorc Thunder Mage
    TanksStamDK Tank
    MonaMagDK Fire Mage
    DawnHPDK
    BearlyStamden Tank
    IvanaMagden Ice Mage

    CP 950+
    ♌ DC Loyalist ♌
    ✄ Grand Master Crafter
    No new crafting or game systems for 2019? "Season of the Dragon" would be better named "The Year of no New Major Features"
    https://i.imgur.com/TPscgS9.jpg to see major features of the last few years compared.
    https://i.imgur.com/X8qY0gP.jpg to see a detailed comparison of this year's Q1 to the last two Q1s.
    https://i.imgur.com/4z71cK8.jpg to see a detailed comparison of each years' first two quarters combined.
    https://i.imgur.com/jrHe5h8.jpg to see a projected comparison of the full years and what 2019's Q4 will need to catch up.
    Unsubbed January 15th, 2019 due to the lack of any new substantial features shown to be coming in 2019.
  • AlienatedGoat
    AlienatedGoat
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    Ertosi wrote: »
    I take exception to the OP's stance that Warden is "failed" and "boring".

    I agree with you specifically concerning Wardens, as I've got two and they feel very different than the other classes. Still, just focusing on that one detail rather than the overall theme of the OP's post is missing the forest for the trees. They need to make sure that any new classes are truly unique or they are going to dilute the game. Adding another pet-themed spellcaster class to the game brings nothing new.

    I say it's too early to truly tell. We know next to nothing about the necromancer.

    When we get the details, and if they show that necromancer overlaps too much with other classes, I'll concede to OP's other point.

    But making such an assertion without any details is like building a house on quicksand.
    PC-NA Goat - Bleat Bleat Baaaa
  • beadabow
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    I can sympathize with the developers, since the coding of the data that turns an idea into a reality can be a herculean task -especially when integrating it into an existing platform. Thinking outside of the box can make this potentially amazing class into a unique and hopefully enjoyable playing experience. Without creating a programming nightmare, what are some suggestions for the developers? I shudder to think of some of the horrifying and gruesome quests and activities that such a vile and taboo class would undertake (no pun intended)!

    Considering the disease-ridden corpses necromancers would be constantly in-contact with, I imagine they would develop some methods of natural and magical resistance to disease for example. This could tie into alchemy, disease resistance, as well as biological warfare for large-scale AOE.

    As necromancy is outlawed in some locations in Tamriel, necromancers must be stealthy or clever when it comes to dealing with the night watchmen. This could tie into sneak and legerdemain.

    Also, considering the motivation to risk the dangers of dealing with the dark forces surrounding the subject, necromancers are probably fortunate when it comes to grave-robbing (again legerdemain), and surviving the sometimes "uncooperative" remnants of the dead.
    Edited by beadabow on January 9, 2019 1:37PM
  • Ravena
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    I suppose maybe since this new chapter is all about dragons, this necromancer might have a dragon priest-ish skill line as well. Like the dudes from Fang Lair and Scalecaller Peak.

    I'm guessing the three lines might be :

    Necromancy - focused on summons, curses , etc, lots of stam morphs.
    Plague - focused on pestilence, poisons, heals, buffs, debuffs.
    Dragon Priest - the magic focused skill line - with perhaps some wind/gravity-based stuff like all D. Priests seem to have. Our character might be able to hover around like the priests do in Skyrim during a skill. Teleportation might be a thing, too?
    Edited by Ravena on January 9, 2019 2:00PM
  • Wildberryjack
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    I enjoy my Wardens, both Mag and Stam, and they do quite well so I don't see how they are "fail". But ok.

    Adding new classes has to stop at a certain point because you are right in that they will eventually just end up stealing abilities from other classes. There is only so much you can do that is truly unique. Adding new content, and more importantly unique or unusual content, is imperative for the longevity of a game and retention of players. A simple thing that can help is the addition of new races/customization for our characters.

    For this game one thing I'd love love love to see added is gliding. Yeah NOT flying as I know so many are against that because it lets you just skip over so much, but gliding. Let it be a skill line, and that's all it does, we slowly glide downward and can guide our direction. No lift, not flying. It would be plain fun to get as high as possible and jump off and see how far you can get. It would be useful to get to that impossible spot just to do it. And content could be designed around it, you have to get to "here" and the only way is to glide to it and to jump from the right spot or yeah you won't make it LOL.

    Another thing I'd like added is underwater content. I honestly do not understand at all why some are against that. Underwater is fun and would add a lot of surface area of the game for new zones and content. Fighting and dealing in three dimensions is more challenging and interesting and it's one of the few things I miss from other games I play.

    Edited by Wildberryjack on January 9, 2019 1:57PM
    The purpose of art is washing the dust of daily life off our souls. ~Pablo Picasso
  • coplannb16_ESO
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    the best would be if it wasnt a class, but 1-3 new skill lines. For balance purpose you could prevent the skilling of different class skill lines (so you have to decide whether you use skills and passives of a DK or of a Necro, but never both in any way). Also add dual/multi-spec, its long overdue already for pvp vs pve skills and CP Setup.

    max level: mDK, stamBlade, stamSorc, magPlar, mDen, stamDen, magBlade, stamCro
    ESO+
    # of mules: 4 (FULL)
    maxed bank: FULL -_-
    Stop the grind! Get rid of stupid events and daily-quest gallore. Get rid of "have a chance of 1 in a million to get a piece of 1 in 30 to get a stupid motif or pet... wtf..."
    And at this point just remove all classes and have everyone choose their set of skills. then balance accordingly to skills always used vs. skills never used.
  • richo262
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    I think the safest thing they can do at the point is find all the overlapping skills between classes and move them into the base game trees leaving behind 2 very unique class trees, rather than the 3 that exist. Might be strange to argue for less trees to make it more unique, but if the trees were reduced to 2 and the more unique and most popular skills were kept, you'd find it would be a battle of quality over quantity.

    For instance if there was a tree in Necro that overlapped with Siphon on Nightblade I'd much prefer the Necro just had 2 skill trees and the more popular skills in Siphon was introduced into the main game under Soul Magic or something leaving Necro and NB with only 2 class trees, containing the skills most unique to that class.

    Same thing with Sorc, some skills in Dark Magic (Runes, Dark Bargain etc) and Bound Aegis (Daedric summoning) are also satisfied under the Mages Guild, cull them out and merge them with Mages guild and leave behind 2 very unique Sorc tree.

    I always thought it would be cool if the Mages guild Meteor had a morph that instead of a Meteor that does DOT after impact, it could be an Atronach. Lightning staff - Lightning Atro (AOE). Flame Staff - Flame Atro (Single target). Ice Staff (High health, slows enemies and pulls agro of adds [not bosses]). Resto staff - Spriggan (Heals). Any stam weapon - Air Atro (Bleeds).

    Do the same with all the classes, and you'll have 2 very unique skill trees without overlap. If the theme is to have a new class every 2nd year, the class system will become a mess with over lap and balance issues everywhere. Unless the skill tree gets refined down to something more unique, the classes are not going to be anything more than animation differences.
  • Turelus
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    Ertosi wrote: »
    Agreed. We still don't know much about the upcoming Sorc2.0 class except its another spellcaster with pets. Not really sure how its going to be unique enough to justify being a new class but maybe they'll actually have some decent reasons to share during their sneak peak on the 15th.
    We actually don't even know that.

    Literally all we have is a collections item named "Necromancy" and a blurb which says it's a class.

    Unless more info came out which I missed.
    @Turelus - EU PC Megaserver
    "Don't count on others for help. In the end each of us is in this alone. The survivors are those who know how to look out for themselves."
  • Zardayne
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    Hey I enjoy my Magden from a healing standpoint and feel as unique as I can in the system we have. I'm so close to my druid (minus being able to use werewold with mag) that I'm pretty happy. Sure the combat is clunky as hell, I'm not thrilled with ice on a nature class, and double barring the bear sucks but at least I have my nature themed class. I waited a long time for it to come around. Honestly the warden is what made me stay playing ESO because I had grown so bored of my templar because it didn't fight my theme. Even though summoning or other skills on a necro might not be bringing something unique to you, the folks who have always wanted to play a necro will be rejuvenated in their enjoyment of ESO which is always a good thing.
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